Weaver Materials
Materials
Cotton - This material is not as widely known on Pern as it is in our world. Cotton is relatively rare- most Apprentices could not afford much cotton. This is because of the relative difficulty in growing cotton in the North's rather harsh climate. Cotton, however, is easily spun and worked with. It is very easily dyed, is rather expensive, is easy to work with, and is reasonably light, and is relatively durable. Flax - This is the most common material for weaving average clothes out of. The durable plants grows abundantly in Northern soil and is readily accessible. Most people have at least one change of clothes made out of flax for the colder parts of the year. Flax is reasonably easily dyed, is not expensive, is easy to work with, is moderately heavy, and is very durable. Sisal - This delicate material is rather rare on Pern except among the upper classes and well-to-dos of crafters. It is exceedingly difficult to work with, and the plant it is spun from is not in much abundance, making it a very prized and costly thread. Sisal is reasonably easily dyed, is very expensive, is very hard to work with, is very light, and is rather fragile. Wool - Wool is one of the most common materials in the Northern continent because of its ability to keep its wearer warm during the harsh winters. A large amount of the Weavercraft's wool comes from High Reaches Hold, where they maintain large stables of long-haired sheep. Wool is very hard to dye (generally vibrant colors are entirely unattainable), is not expensive, is relatively easy to work with, is relatively heavy, and is very durable. Leather - This is a very important material on Pern because of its good durability and relative abundance. Most of the poor-quality hide goes to writing sheets, but a lot of the good-quality hide is made into clothing. Leather is easy to dye (simple colors only), is not expensive, is relatively easy to work with, is reasonably light, and is very durable.
The Weaver Hall has a very specific policy regarding promotion for each level:
Apprentice
Mentor - When entering the Hall, each apprentice will be assigned a mentor of jman rank or higher to work with. All commissions and projects must be submitted to mentor for approval and required changes made before delivery to client.
Projects - Assigned by mentor. Simple and basic according to desire and ability. RP with non-weavers is activity encouraged and tp suggestions are welcome.
Promotion - To be promoted to sr. apprentice, an app must complete at least three commissions from non-weaver players in a timely and IC manner. The app must be recommended by mentor or another jman or master who works with app regularly. Approval of 50% of current staff is also necessary.
Senior Apprentice
Posting - Will remain posted at Hall unless mentor of specific specialty is posted a sufficient distance away to ICly warrant transfer.
Promotion - TO be promoted to jman, a sr app must complete 4 comms from non-weaver personnel (not including ones done as an apprentice). Must also do either a jman scroll OR a jman project. The project or scroll must be approved by both mentor and staff. Promotion of sr app to jman must be recommended by mentor and ratified by 50% of staff members.
Journeyman
Activity - Must have no less than 3 non-idle hours per week to be considered for advancement. Exceptions subject to 2/3 staff approval.
Classes - Must have attended at least 50% of curriculum classes since joining craft.
Teaching - Must be available to teach and have taught at least on assigned class, based on either a lesson already written up or one prepared by the jman.
Promotion - To become a master, a jman must complete 5 non-weaver commissions, including at least one tapestry and one clothing object. A master project is required, normally something involving a tp or large-scale commission (such as remodeling a hold or orchestrating a tp involving several other players and furthering weaver activities).
Master
Teaching - Must be willing and available to fill in for a jman unable to teach an assigned lesson, sometimes without notice, and also have taught at least 2 lessons as a jman.
Responsibilities - Masters are expected to mentor apprentices and jman, helping them to accustom themselves to the craft and instructing them in matters both IC and OOC. They help to arrange and run tps. Much of their duties are administratial, but they are still expected to RP and complete commissions.
If you have any questions or problems, please @mail one of the Weaver Staff: Bronwyn, Lana, or Annest.
Weaver Responsibilities
Since the move to Ista, with the main Hall remaining at Boll, the
responsibilities for each position have been modified slightly. Most of these
changes are OOC since the IC aspects of these changes would still remain with
the Hall in Boll. To obtain a list of these specific responsibilies see the
list below:
Craftmaster
The OOC Craftmaster is responsible for most of the minutia involved in running the Hall. He/She will deal with most OOC problems and be in charge of making sure that the Hall's policies are maintained. Part of the OOC responsibilities are to keep up the Hall's IC area, rooms and such, as well as any coding that needs to be done. Because of these duties, her/his time won't be as available as before. However, the Cm is also responsible for taking commissions for the Hall when asked and also completing some of those. She/He must try to RP with the members of the craft on a regular basis as well.
CraftSecond
The OOC CraftSecond is in charge mainly of the classes that the Hall teaches and oversees the mentor program. He/She will maintain a current list online of the standing of each weaver in classes and make her/himself available to teach these regularly as well as coordinating the lessons taught by other jman and masters. This is the person you need to see about getting your lessons for promotion as well as for coordinating your teaching for promotion. She/He is also responsible for taking commissions, assigning them to weavers and ensuring that all commissions are completed in a timely manner.
The rest of these descriptions will be completed shortly. Please contact Bronwyn with questions in the meantime.
How to Complete a Commission
This is a rough guide on how to take and complete a commission for the craft.
These steps will differ slightly depending on what the commission is for,
i.e. an outfit, a tapestry, a room desc, and on whom it's being done for. If
you have any questions, please ask your mentor or another jman or master.
1. There are a few ways to get a commission assigned to you. A great way to
start is to check the commissions board by typing: comm list. This command
lists the job number, the client, the weaver's name (if one has already been
assigned) and the current job status. If you see a commission that is as yet
unassigned, please use the
2. Now you need to schedule an IC meeting with your client to discuss what
they want. Normally, weavers have their clients meet them in the weaverhall
workroom, but there's no reason you can't do this meeting somewhere else.
You want to rp with your client and find out exactly what they want, details
such as fabric, color, style, and when the completed desc is needed by. You
should also rp taking their measurements now. It's very important to either
take notes or make a capture file during this meeting so you remember all the
important details when you sit down to write up the desc. Also ask your
client whether they want their comm made into a clothing object or simply a
desc that they can save to their change list (if you don't understand the
difference between these two options, check with your mentor). Now is also
the time to agree on a rough price.
3. Once you have the needed info, you can start the fun part - actually
writing up the description. It's very important to always put everything you
write into your sketchbook. Create a new chapter (write # on My Sketchbook)
and then use the noteditor (@notedit My Sketchbook.chapter#). Once you've
written the description and read through for typos, have your mentor check it
over. He/She may suggest some changes, in which case you need to edit the
desc and rewrite until it passes muster. Having gained your mentor's
approval, move on to the next step. If your client wants an object, this is
the time to @create the object, transfer the description and set the other
messages on the obj.
4. Now it's time for more fun rp. Contact your client and schedule a second
meeting. You can rp an IC fitting while you OOCly point them to the relevant
chapter in your sketchbook. If they want any changes, then you'll need to go
back to step 3 and revise, scheduling another IC fitting once you've finished
revising. If your client is pleased with what you've written, you can @chown
the object to his quota or have him save the description to his change list.
Lastly, make sure to collect payment and notify your mentor or CM/C2 that the
commission has been completed so they can mark this off on the record board.
Use the
The first command you need to know is how to get in the noteditor. By typing
<@notedit> you will get into the editor, but you must also state /what/ you
are going to edit. That's when you must type @notedit and the property you
are editing. For example: @notedit me.description
Such as @notedit #ofobject.description or your own plan in your +finger file.
You'll need to @prop me.plan "" then @notedit me.plan to write in your plan.
Once inside the editor, there are several commands you'll need to know. The
first is the easiest: " This key <"> must precede every new line that needs
to be entered. So if you type "This dress is blue. The result will be...
This dress is blue.
For some people, especially those on raw Telnet, you have a limit on how many
letters you can type on a line, that's what the <:> is for. Whenever you
precede the line with a colon, you will continue on the indicated line.
Therefore if you type : This dress also has white lace on the hem. The
result is...
This dress is blue. This dress also has white lace on the hem.
Remember, the colon /is/ space sensitive, so if you don't put the proper
spaces after : then you'll get something else. :This dress also has laces.
This dress is blue.This dress also has laces.
Then next command will help you if your desc is more than one line long and
you wish to go back and alter the line. By typing: ins # you will return
to the line /above/ the # you type. So if you type: ins 3 Then whatever
you change or add will be done to line _2_ not 3!
Another very helpful command is: s/ / By typing this command you get to
substitute words and phrases in a line without having to retype it all.
Ex: This dress is blue. This dress also has lace.
s/This dress is blue. This dress also has/This dress is blue with
You'll get...
This dress is blue with lace.
This command is also space sensitive. The
Ex. s/This dress is blue/This gown is green/3
This will replace the words with the proper substitutions in line 3.
*Policy on Reusing Descs
*List of Specialties within the Craft
*Policy on Cross-crafting
1. If your sketchbook is a child of the #6397, the Generic Descs Book, the
client can simply type 'wear # from Book' to put the desc in his/her
.wearing_msg. To save the desc, he/she must then type 'adddesc OutfitName'.
This is probably the easiest way to do things. However, I don't recommend
that you use the a descs book for your sketchbook; it makes it way too easy
for people to filch descs from you.
2. If your book is a child of #108, the Generic Book (and if you're not sure,
type '@parents Book' to see), then you have to add some steps to the
procedure outlined above. Have your client '@notedit Sketchbook.chapter#'
and then type 'save me.wearing_msg'. Then they need to do 'adddesc
OutfitName'.
3. Clothing Objects. Check this space later. Converted to HTML from (#5788)Weaver Reference Book on the
Harper's Tale MOO on Thu Jun 19 12:31:55 1997 CDT.
How to use the Noteditor
If there is anything both helpfull and annoying, then it is the note editor
we use to create our outfits. There are many commands, some confusing and
some are obvious, but there are only a few that you really need to know about
to make a basic outfit.
That tells the noteditor that you wish to edit your own description. For
anything else, you use the same format.
tells the editor that you want
to substitute something, the words after the first / tells it which words you
are replacing. The words after the second / is what you are replacing it
with. Be aware that if you don't include enough words in the first section,
the editor will not be able to tell what words you are changing and nothing
will be altered. If you add a number after a third / then you will correct
the error on that line number.
Assorted Craft Policies
*Policy on Books and Quota
Most everyone who is a Sr. Apprentice or above in weavercraft will be upped to
60K. Additional ranks may get more quota. Please keep in mind, however, that
this increase is /not/ a 'reward' for advancement or anything of that nature.
It is strictly defined as compensation for the increased quota use of the
books, at least in this craft. You may, if you feel it necessary, appeal to
me (in writing please) for a quota increase. However, be warned: I will
/not/ be increasing quota for personal reasons (i.e. you've got a lot of junk
and need more quota), only for craft needs.
Descs written for comms should not be sold to another customer. It's not
really fair to give out exact copies of something that someone ordered to
other people; I think there is some expectation by our clients that what they
get when they commission something is one of a kind. That said, descs that
aren't written especially for one customer can be copied...sorta. I'd really
prefer that when you sell multiple copies of a design that you alter each one
so that they are not exactly alike. To give an example, I might make a
sarong design for the gather and make a few copies of it in different colors
with varying sorts of embellishments. Because I didn't make it for a certain
person and since the copies are each different, it's okay to sell them. If
you have questions about this, please just ask a staffmember.
1) Weaver - weaves the cloth, spins the fiber
2) Printer - prints patterns, colors on cloth
3) Designer
4) Tailor (3 and 4 sort of go together)
5) Tapestry Weaver
6) Dyer
7) Tanner, Leatherworker
Everyone would have basic knowledge of each specialty
Craft policy on this would be that if you'd like to cross with another craft
that you mail a proposal to the staff members, which at the moment are
Bronwyn, Kiara, Annest and Lana. This proposal should contain the craft you
wish to go to, the reason you want to go (IC and OOC), and an outline of the
TP you plan to RP in which to do this. From there, we'll contact the Leader
of that area and discuss it with him/her and then advise the apprentice/jman
of the decision. This only applies to apprentices and journeyman. Masters
would already be so involved with this craft that I think it mostly
inapplicable for them.
Clothing Objects and How to Save Clothing Descs
Now that you've written that wonderful desc and your mentor has okayed it, you
need to get it on your client. How to do that? Well, there are several
routes one can take: